I’m loading a compressed .glb scene with .basis textures (via gltfpack) to my website and I’ve run onto the next problem:
All my textures have been resized to square power of 2 sizes (in order to make them work on IOS).
On different scenes where there are approx. 10 textures everything works perfectly, but I have a scene with +20 textures and when I load them on an iPhone there is always the same textures that renders only the alpha map of the image (its a png image converted to .basis).
It is supposed to look like the following image (on pc both edge and chrome, mac both safari and chrome, and android works): https://ibb.co/LSjYkX4
but on ios (iPhone and iPad) it looks like this: https://ibb.co/vh8fGRx
I’ve come to the conclusion that this may have to do with the number of textures because if I delete all textures and leave only the ones that render the alpha map, then they look OK.
Also, if I turn the image to jpg with no alpha, then the textures renders ok. It only happens with png images.
I was wondering if anyone has experienced this and has a workaround, since everything I have tried has failed.